Difference between revisions of "Caldari Basic Ship and Skill Overview"
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===[Bantam, Mining]=== | ===[Bantam, Mining]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Bantam, Mining] | |name=[Bantam, Mining] | ||
− | + | |high= | |
− | |high=Miner I<br> | + | Miner I<br> |
Miner I | Miner I | ||
− | + | |mid= | |
− | |mid=[empty mid slot]<br> | + | [empty mid slot]<br> |
[empty mid slot] | [empty mid slot] | ||
− | + | |low= | |
− | |low=Expanded Cargohold I<br> | + | Expanded Cargohold I<br> |
Mining Laser Upgrade I | Mining Laser Upgrade I | ||
− | + | |charges= | |
− | |charges= | + | |drones= |
− | + | |rigs= | |
− | |drones= | + | [empty rig slot]<br> |
− | |||
− | |rigs=[empty rig slot]<br> | ||
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Caldari Frigate II<br> | + | Caldari Frigate II<br> |
Mining III | Mining III | ||
− | + | |required2= | |
− | |required2=Hull Upgrades I<br> | + | Hull Upgrades I<br> |
Mining Upgrades I | Mining Upgrades I | ||
− | + | |required3= | |
− | |required3=Mechanic I<br> | + | Mechanic I<br> |
Spaceship Command I | Spaceship Command I | ||
− | + | |recommended1= | |
− | |recommended1= | + | |recommended2= |
− | + | |recommended3= | |
− | |recommended2= | ||
− | |||
− | |recommended3= | ||
− | |||
|notes=*There is no tank on this fit, so beware of belt rats and prepare to warp off when they attack you. You can stay close to other mining ships with combat drones, they might help out and kill the rats. However if you really want a tank then switch the Expanded Cargohold I to Co-Processor I and fit a Small Shield Extender I and Civilian Shield Booster I into the mid slots.<br> | |notes=*There is no tank on this fit, so beware of belt rats and prepare to warp off when they attack you. You can stay close to other mining ships with combat drones, they might help out and kill the rats. However if you really want a tank then switch the Expanded Cargohold I to Co-Processor I and fit a Small Shield Extender I and Civilian Shield Booster I into the mid slots.<br> | ||
− | |||
}} | }} | ||
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{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Kestrel, Basic PvE] | |name=[Kestrel, Basic PvE] | ||
− | + | |high= | |
− | |high='Malkuth' Standard Missile Launcher I<br> | + | 'Malkuth' Standard Missile Launcher I<br> |
'Malkuth' Standard Missile Launcher I<br> | 'Malkuth' Standard Missile Launcher I<br> | ||
'Malkuth' Standard Missile Launcher I<br> | 'Malkuth' Standard Missile Launcher I<br> | ||
'Malkuth' Standard Missile Launcher I | 'Malkuth' Standard Missile Launcher I | ||
− | + | |mid= | |
− | |mid=1MN Afterburner I<br> | + | 1MN Afterburner I<br> |
Small Shield Booster I<br> | Small Shield Booster I<br> | ||
Small Shield Extender I | Small Shield Extender I | ||
− | + | |low= | |
− | |low=Micro Auxillary Power Core<br> | + | Micro Auxillary Power Core<br> |
Overdrive Injector System I<br> | Overdrive Injector System I<br> | ||
− | + | |charges= | |
− | |charges=Bloodclaw Light Missile<br> | + | Bloodclaw Light Missile<br> |
− | + | |drones= | |
− | |drones= | + | |rigs= |
− | + | [empty rig slot]<br> | |
− | |rigs=[empty rig slot]<br> | ||
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Afterburner I<br> | + | Afterburner I<br> |
Electronics III<br> | Electronics III<br> | ||
Shield Operation I<br> | Shield Operation I<br> | ||
Shield Upgrades I | Shield Upgrades I | ||
− | + | |required2= | |
− | |required2=Caldari Frigate III <br> | + | Caldari Frigate III <br> |
Missile Launcher Operation I<br> | Missile Launcher Operation I<br> | ||
Standard Missiles I<br> | Standard Missiles I<br> | ||
Engineering III | Engineering III | ||
− | + | |required3= | |
− | |required3=Energy Management II<br> | + | Energy Management II<br> |
Hull Upgrades I | Hull Upgrades I | ||
− | + | |recommended1= | |
+ | |recommended2= | ||
+ | |recommended3= | ||
+ | |notes= | ||
}} | }} | ||
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{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Merlin, Tackling] | |name=[Merlin, Tackling] | ||
− | + | |high= | |
− | |high=Standard Missile Launcher I<br> | + | Standard Missile Launcher I<br> |
Standard Missile Launcher I | Standard Missile Launcher I | ||
− | + | |mid= | |
− | |mid=1MN MicroWarpdrive I<br> | + | 1MN MicroWarpdrive I<br> |
Sensor Booster I<br> | Sensor Booster I<br> | ||
Stasis Webifier I<br> | Stasis Webifier I<br> | ||
Warp Disruptor I | Warp Disruptor I | ||
− | + | |low= | |
− | |low=Nanofiber Internal Structure I<br> | + | Nanofiber Internal Structure I<br> |
Overdrive Injector System I | Overdrive Injector System I | ||
− | + | |charges= | |
− | |charges=Bloodclaw Light Missile<br> | + | Bloodclaw Light Missile<br> |
Scan Resolution | Scan Resolution | ||
− | |||
|drones= | |drones= | ||
− | + | |rigs= | |
− | |rigs=[empty rig slot]<br> | + | [empty rig slot]<br> |
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Caldari Frigate III <br> | + | Caldari Frigate III <br> |
Missile Launcher Operation I<br> | Missile Launcher Operation I<br> | ||
Standard Missiles I<br> | Standard Missiles I<br> | ||
High Speed Maneuvering I | High Speed Maneuvering I | ||
− | + | |required2= | |
− | |required2=Long Range Targeting I<br> | + | Long Range Targeting I<br> |
Propulsion Jamming I<br> | Propulsion Jamming I<br> | ||
Shield Upgrades I<br> | Shield Upgrades I<br> | ||
Hull Upgrades I | Hull Upgrades I | ||
− | |||
|required3= | |required3= | ||
|recommended1= | |recommended1= | ||
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|recommended3= | |recommended3= | ||
|notes= | |notes= | ||
− | |||
}} | }} | ||
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===[Cormorant, Salvager]=== | ===[Cormorant, Salvager]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Cormorant, Salvager] | |name=[Cormorant, Salvager] | ||
− | + | |high= | |
− | |high=Small Tractor Beam I<br> | + | Small Tractor Beam I<br> |
Small Tractor Beam I<br> | Small Tractor Beam I<br> | ||
Small Tractor Beam I<br> | Small Tractor Beam I<br> | ||
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Salvager I<br> | Salvager I<br> | ||
Salvager I | Salvager I | ||
− | + | |mid= | |
− | |mid=1MN MicroWarpdrive I<br> | + | 1MN MicroWarpdrive I<br> |
Cap Recharger II<br> | Cap Recharger II<br> | ||
Cap Recharger II<br> | Cap Recharger II<br> | ||
Cap Recharger II | Cap Recharger II | ||
− | + | |low= | |
− | |low=Expanded Cargohold II<br> | + | Expanded Cargohold II<br> |
− | + | |charges= | |
− | |charges= | + | |drones= |
− | + | |rigs= | |
− | |drones= | + | Small Salvage Tackle I<br> |
− | |||
− | |rigs=Small Salvage Tackle I<br> | ||
Small Salvage Tackle I<br> | Small Salvage Tackle I<br> | ||
Small Salvage Tackle I | Small Salvage Tackle I | ||
− | + | |required1= | |
− | |required1=Afterburner III<br> | + | Afterburner III<br> |
Destroyers I<br> | Destroyers I<br> | ||
High Speed Maneuvering I<br> | High Speed Maneuvering I<br> | ||
Navigation III<br> | Navigation III<br> | ||
− | |required2=Armor Rigging I<br> | + | |required2= |
+ | Armor Rigging I<br> | ||
Energy Grid Upgrades III<br> | Energy Grid Upgrades III<br> | ||
Jury Rigging III<br> | Jury Rigging III<br> | ||
Salvaging I<br> | Salvaging I<br> | ||
− | |required3=Caldari Frigate III<br> | + | |required3= |
+ | Caldari Frigate III<br> | ||
Hull Upgrades II<br> | Hull Upgrades II<br> | ||
Mechanic III<br> | Mechanic III<br> | ||
Science III<br> | Science III<br> | ||
− | + | |recommended1= | |
− | |recommended1= | + | |recommended2= |
− | |recommended2= | + | |recommended3= |
− | |recommended3= | + | |notes= |
− | + | *With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial.<br> | |
− | |notes=*With one Expanded Cargohold it will hold enough to clear up virtually all L1 and L2 missions in a single trip. For bigger missions you might have to make multiple trips. Alternatively, you can place all the loot and salvage into a jetcan and come back to pick it up in an industrial.<br> | ||
*With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly.<br> | *With the Cap Rechargers you shouldn't have problem with cap even under intense use. Even if it runs out of cap, it should regenerate very quickly.<br> | ||
*Remember that you cannot use MicroWarpdrive in deadspace but there is a trick to it. As you progress through the mission, make bookmarks on one wreck in each room. When you return to your agent and report in, you can use the bookmarks to return to the wrecks with deadspace gone. | *Remember that you cannot use MicroWarpdrive in deadspace but there is a trick to it. As you progress through the mission, make bookmarks on one wreck in each room. When you return to your agent and report in, you can use the bookmarks to return to the wrecks with deadspace gone. | ||
− | |||
}} | }} | ||
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{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Osprey, High Sec, Low Skill Miner] | |name=[Osprey, High Sec, Low Skill Miner] | ||
− | + | |high= | |
− | |high=Miner II<br> | + | Miner II<br> |
Miner II<br> | Miner II<br> | ||
Miner II<br> | Miner II<br> | ||
Small Tractor Beam I | Small Tractor Beam I | ||
− | + | |mid= | |
− | |mid=Survey Scanner I<br> | + | Survey Scanner I<br> |
Large Shield Extender I<br> | Large Shield Extender I<br> | ||
Civilian Shield Booster I<br> | Civilian Shield Booster I<br> | ||
[empty mid slot]<br> | [empty mid slot]<br> | ||
− | + | |low= | |
− | |low=Mining Laser Upgrade I<br> | + | Mining Laser Upgrade I<br> |
Co-Processor I<br> | Co-Processor I<br> | ||
Co-Processor I<br> | Co-Processor I<br> | ||
− | + | |charges= | |
− | |charges= | + | |drones= |
− | + | Hobgoblin I<br> | |
− | |drones= Hobgoblin I<br> | ||
Hobgoblin I<br> | Hobgoblin I<br> | ||
Hobgoblin I<br> | Hobgoblin I<br> | ||
Hobgoblin I<br> | Hobgoblin I<br> | ||
− | + | |rigs= | |
− | |rigs=[empty rig slot]<br> | + | [empty rig slot]<br> |
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Caldari Cruiser I<br> | + | Caldari Cruiser I<br> |
Electronics Upgrades I<br> | Electronics Upgrades I<br> | ||
Science III<br> | Science III<br> | ||
− | + | |required2= | |
− | |required2=Drones IV<br> | + | Drones IV<br> |
Mining IV<br> | Mining IV<br> | ||
Scout Drone Operation I<br> | Scout Drone Operation I<br> | ||
− | + | |required3= | |
− | |required3=Electronics III<br> | + | Electronics III<br> |
Mining Upgrades I<br> | Mining Upgrades I<br> | ||
Shield Upgrades I<br> | Shield Upgrades I<br> | ||
− | + | |recommended1= | |
− | |recommended1= | + | |recommended2= |
− | |recommended2= | + | |recommended3= |
− | |recommended3= | + | |notes= |
− | + | *Since Osprey's cargohold is relatively small, you will most likely have to do Jetcan mining and the Small Tractor Beam allows you to drag your jetcan around while you mine<br> | |
− | |notes=*Since Osprey's cargohold is relatively small, you will most likely have to do Jetcan mining and the Small Tractor Beam allows you to drag your jetcan around while you mine<br> | ||
*Unless you are extreme unfortunate, you are unlikely to be a target of suicide gank. Therefore you are more likely to worry about those annoying and pesky belt rats, Large Shield Extender I provides a buffer to your shield and the Civilian Shield Booster I gives you a small shield repair when your shield is damaged by belt rats. And no, unless you have Electronics V you will be unable to fit a Small Shield Booster. | *Unless you are extreme unfortunate, you are unlikely to be a target of suicide gank. Therefore you are more likely to worry about those annoying and pesky belt rats, Large Shield Extender I provides a buffer to your shield and the Civilian Shield Booster I gives you a small shield repair when your shield is damaged by belt rats. And no, unless you have Electronics V you will be unable to fit a Small Shield Booster. | ||
*Hobgoblins to take care of belt rats. You can have a mixture of Mining Drones and Combat Drones if you wish, just remember to recall your mining drones when belt rats comes or you might find your mining drones under attack. | *Hobgoblins to take care of belt rats. You can have a mixture of Mining Drones and Combat Drones if you wish, just remember to recall your mining drones when belt rats comes or you might find your mining drones under attack. | ||
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|name=[Blackbird, PvP Rainbow/LSE] | |name=[Blackbird, PvP Rainbow/LSE] | ||
− | + | |high= | |
− | |high=Assault Missile Launcher I<br> | + | Assault Missile Launcher I<br> |
Assault Missile Launcher I<br> | Assault Missile Launcher I<br> | ||
Assault Missile Launcher I | Assault Missile Launcher I | ||
− | + | |mid= | |
− | |mid=10MN MicroWarpdrive I<br> | + | 10MN MicroWarpdrive I<br> |
ECM - Spatial Destabilizer I <br> | ECM - Spatial Destabilizer I <br> | ||
ECM - Phase Inverter I <br> | ECM - Phase Inverter I <br> | ||
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ECM - White Noise Generator I <br> | ECM - White Noise Generator I <br> | ||
Large Shield Extender I | Large Shield Extender I | ||
− | + | |low= | |
− | |low=Signal Distortion Amplifier I <br> | + | Signal Distortion Amplifier I <br> |
Signal Distortion Amplifier I | Signal Distortion Amplifier I | ||
− | + | |charges= | |
− | |charges=Piranha Light Missile<br> | + | Piranha Light Missile<br> |
− | + | |drones= | |
− | |drones= | + | |rigs= |
− | + | [empty rig slot]<br> | |
− | |rigs=[empty rig slot]<br> | ||
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Afterburner III<br> | + | Afterburner III<br> |
Electronics I<br> | Electronics I<br> | ||
Electronics Upgrade I<br> | Electronics Upgrade I<br> | ||
Electronic Warfare I | Electronic Warfare I | ||
− | + | |required2= | |
− | |required2=Caldari Cruiser II <br> | + | Caldari Cruiser II <br> |
Missile Launcher Operation II <br> | Missile Launcher Operation II <br> | ||
Standard Missiles I<br> | Standard Missiles I<br> | ||
Shield Upgrades II | Shield Upgrades II | ||
− | + | |required3= | |
− | |required3=High Speed Maneuvering I<br> | + | High Speed Maneuvering I<br> |
Engineering II<br> | Engineering II<br> | ||
Science I | Science I | ||
− | + | |recommended1= | |
− | |recommended1=Acceleration Control III<br> | + | Acceleration Control III<br> |
Afterburner III<br> | Afterburner III<br> | ||
Electronics IV<br> | Electronics IV<br> | ||
Electronics Upgrade I<br> | Electronics Upgrade I<br> | ||
Electronic Warfare IV | Electronic Warfare IV | ||
− | + | |recommended2= | |
− | |recommended2=Energy Management III<br> | + | Energy Management III<br> |
Energy Systems Operation III<br> | Energy Systems Operation III<br> | ||
Evasive Maneuvering III<br> | Evasive Maneuvering III<br> | ||
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High Speed Maneuvering III<br> | High Speed Maneuvering III<br> | ||
Long Distance Jamming III | Long Distance Jamming III | ||
− | + | |recommended3= | |
− | |recommended3=Long Range Targeting III<br> | + | Long Range Targeting III<br> |
Navigation III<br> | Navigation III<br> | ||
Signature Analysis III<br> | Signature Analysis III<br> | ||
Targeting III<br> | Targeting III<br> | ||
Warp Drive Operation III | Warp Drive Operation III | ||
− | + | |notes= | |
− | |notes=*The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility. | + | *The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility. |
− | |||
*If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below. | *If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below. | ||
− | |||
*Cargohold should have spare racial jammers. | *Cargohold should have spare racial jammers. | ||
− | |||
*The Assault Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range: damage dealing isn't your job. Stick to your ECM optimal range. | *The Assault Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range: damage dealing isn't your job. Stick to your ECM optimal range. | ||
− | |||
}} | }} | ||
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{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Blackbird, PvP Rainbow/2Red/1600mm Plate] | |name=[Blackbird, PvP Rainbow/2Red/1600mm Plate] | ||
− | + | |high= | |
− | |high= | + | |mid= |
− | + | 10MN MicroWarpdrive I<br> | |
− | |mid=10MN MicroWarpdrive I<br> | ||
ECM - Spatial Destabilizer I <br> | ECM - Spatial Destabilizer I <br> | ||
ECM - Phase Inverter I <br> | ECM - Phase Inverter I <br> | ||
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ECM - Ion Field Projector I <br> | ECM - Ion Field Projector I <br> | ||
ECM - White Noise Generator I | ECM - White Noise Generator I | ||
− | + | |low= | |
− | |low=Signal Distortion Amplifier I <br> | + | Signal Distortion Amplifier I <br> |
1600mm Reinforced Steel Plates I | 1600mm Reinforced Steel Plates I | ||
− | + | |charges= | |
− | |charges= | + | |drones= |
− | + | |rigs= | |
− | |drones= | + | [empty rig slot]<br> |
− | |||
− | |rigs=[empty rig slot]<br> | ||
[empty rig slot]<br> | [empty rig slot]<br> | ||
[empty rig slot] | [empty rig slot] | ||
− | + | |required1= | |
− | |required1=Afterburner III<br> | + | Afterburner III<br> |
Electronics I<br> | Electronics I<br> | ||
Electronics Upgrade I<br> | Electronics Upgrade I<br> | ||
Electronic Warfare I | Electronic Warfare I | ||
− | + | |required2= | |
− | |required2=Caldari Cruiser II <br> | + | Caldari Cruiser II <br> |
Mechanic I<br> | Mechanic I<br> | ||
Engineering V | Engineering V | ||
− | + | |required3= | |
− | |required3=High Speed Maneuvering I<br> | + | High Speed Maneuvering I<br> |
Hull Upgrades III | Hull Upgrades III | ||
− | + | |recommended1= | |
− | |recommended1=Acceleration Control III<br> | + | Acceleration Control III<br> |
Afterburner III<br> | Afterburner III<br> | ||
Electronics IV<br> | Electronics IV<br> | ||
Electronics Upgrade I<br> | Electronics Upgrade I<br> | ||
Electronic Warfare IV | Electronic Warfare IV | ||
− | + | |recommended2= | |
− | |recommended2=Energy Management III<br> | + | Energy Management III<br> |
Energy Systems Operation III<br> | Energy Systems Operation III<br> | ||
Evasive Maneuvering III<br> | Evasive Maneuvering III<br> | ||
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High Speed Maneuvering III<br> | High Speed Maneuvering III<br> | ||
Long Distance Jamming III | Long Distance Jamming III | ||
− | + | |recommended3= | |
− | |recommended3=Long Range Targeting III<br> | + | Long Range Targeting III<br> |
Navigation III<br> | Navigation III<br> | ||
Signature Analysis III<br> | Signature Analysis III<br> | ||
Targeting III<br> | Targeting III<br> | ||
Warp Drive Operation III | Warp Drive Operation III | ||
− | + | |notes= | |
− | |notes=*The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range. | + | *The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range. |
− | |||
*Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on. | *Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on. | ||
− | |||
*The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race. | *The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race. | ||
− | |||
*Cargohold should still have spare racial jammers. | *Cargohold should still have spare racial jammers. | ||
− | |||
}} | }} | ||
Revision as of 17:59, 16 August 2010
The Caldari Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Tech 1 Caldari ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
Rookie Ship
The rookie ship is the first ship you start with. If you are Caldari, it will be an Ibis. A new rookie ship is given whenever you dock at a station where you do not have any ships.
Ibis
The Caldari rookie ship, often called the lolbis.
Frigate
Condor
This is the Caldari T1 scout ship, useful for quick transport of small cargo and some level 1 missions.
- Caldari Frigate Skill Bonus:
- 5% bonus to light missile and rocket kinetic damage.
- 10% bonus to light missile and rocket velocity per skill level.
Bantam
The Bantam is the Caldari mining frigate. It considered the best racial mining frigate due to it's relatively large cargo bay.
- Caldari Frigate Skill Bonus:
- 5% bonus to cargo capacity.
- 20% bonus to mining laser yield per skill level.
- Role Bonus:
- -60% mining laser capacitor use.
[Bantam, Mining]
Griffin
The Griffin is an Electronic Counter Measure frigate, often seen in Uni fleets offering Electronic Warfare support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape.
- Caldari Frigate Skill Bonus:
- 15% bonus to ECM Target Jammer strength.
- 10% bonus to ECM Target Jammers' capacitor need per level.
[Griffin, Fleet Standard]
Heron
This is the T1 Caldari probing frigate.
- Caldari Frigate Skill Bonus:
- 5% bonus kinetic missile damage per level.
- 5% bonus to scan strength of probes per level.
- 5% bonus to survey probe flight time per level.
Kestrel
The Kestrel is the most commonly flown frigate in EVE, even beating the Rifter. This is due to its strong PvE capabilities with four standard launchers. It is perfect for Level 1 missions, static complexes up to DED 2 and can also complete virtually all of the Sisters of EVE Epic Arc. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. ie; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges and falloff. This greatly simplifies matters for a beginning pilot.
Below is a reasonably standard PvE fit for the Kestrel. The Afterburner allows the pilot to control the range of engagement and it has a basic shield tank to keep the ship intact in those situations where you find yourself in the middle of a group of enemies, such as immediately after using a Warp Gate.
Variations to consider for this fit include the use of Capacitor Control Circuit rigs to allow more extended use of the Shield Booster, swapping the Small Shield Extender for a Shield Boost Amplifier (would require Electronics V or a Co-Processor) or switching the Overdrive Injector System for Nanofiber Internal Structure. With Electronics IV it is possible to fit an Invulnerability Field. However, this is generally not practical as the capacitor simply cannot sustain prolonged activation of this module.
Missile Projection III is strongly recommended as this should give your launchers an approximate effective range of 24km - this is sufficient to stay out of range of most PvE enemies.
Approximate ISK cost is 700,000 with the bulk of this cost being for the 'Malkuth' launcher variants. This can be greatly reduced by using Standard Missile Launcher I in their place. However, as 'Malkuth' versions have lower CPU requirements, this change will almost certainly require the use of a Co-Processor in one of the low slots.
- Caldari Frigate Skill Bonus
- 10% bonus to Kinetic missile damage.
- 5% bonus to EM, Explosive and Thermal missile damage per level.
[Kestrel, Basic PvE]
Merlin
The Merlin is the most capable Caldari frigate for PvP, but still falls behind the Rifter in effectiveness. Its unique selling point is the possession of four midslots which allow Merlin tacklers to fit a Sensor Booster (with Scan Resolution script) without compromising a standard tackler setup. This is useful for quickly grabbing slippery targets such as enemy capsules.
- Caldari Frigate Skill Bonus:
- 5% bonus to shield resistances.
- 10% bonus to Small Hybrid Turret optimal range per skill level.
[Merlin, Tackling]
Destroyer
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
Cormorant
The Cormorant has eight high slots, making it an excellent vessel to use for salvaging wrecks. Due to its small size it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.
- Destroyer Skill Bonus:
- 10% bonus to Small Hybrid Turret tracking speed.
- 10% bonus to Small Hybrid Turret optimal range per level.
- Role Bonuses:
- Penalty: -25% rate of fire for all turrets.
- Bonus: 50% bonus to optimal range for small hybrid turrets.
[Cormorant, Salvager]
Cruiser
Osprey
The Osprey is primarily used as a mining vessel by Caldari pilots. It's 20% bonus to mining laser yield can mean with high cruiser skills, it can outmine the Procurer mining barge. Caldari miners will tend to continue to use the Osprey, until they are ready to fly a Retriever.
- Caldari Cruiser Skill Bonus:
- 20% bonus to mining laser yield.
- 10% reduction in Shield Transport capacitor use per level.
- Role Bonus:
- 500% bonus to range of shield transporters.
[Osprey, High Sec, Low Skill Miner]
Osprey can also be fitted out as a logistics vessel in fleets. It's skill bonus is focused on reduced shield repairing capacitor costs, and it has a large extended range for shield repairing.
Blackbird
The Blackbird is an excellent ewar cruiser -- in fact, given its ability to stop the enemy fighting, it might be the most dangerous Caldari T1 PvP cruiser. The main focus of any Blackbird fit should be the midslots, followed by the lowslots. You can find a detailed discussion of Blackbird fitting here.
A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare jammers so you can refit accordingly if you get intel about the enemy's fleet composition.
- Caldari Cruiser Skill Bonus:
- 15% bonus to ECM Target Jammer strength per level.
- 10% bonus to ECM Target Jammer optimal range and falloff per level.
[Blackbird, PvP Rainbow/LSE]
[Blackbird, PvP Rainbow/2Red/1600mm]
Caracal
- Caldari Cruiser Skill Bonus:
- 5% bonus Kinetic Missile Damage.
- 10% bonus to Light, Heavy Assault and Heavy Missile Velocity per level.
[Caracal, PvE Basic]
Moa
- Caldari Cruiser Skill Bonus:
- 10% bonus to Medium Hybrid Turret optimal range.
- 5% bonus to shield resistance per level.
Battlecruiser
Ferox
The Ferox is a versatile gunboat able to fill many roles in PvE or PvP
- viable passive or active shield tank
- hybrid ammo deals primary Kinetic, and secondary Thermal damage types
- capable of over 125km optimal range with Railguns
- large damage dealer with Blasters
- grossly ineffective outside the role it is fit for, even with the ability to switch ammo to modify optimal range
- Battlecruiser Skill Bonus:
- 10% bonus to Medium Hybrid Turret optimal range.
- 5% bonus to all Shield resistances per level
- 99% reduction in the CPU need of Warfare Link modules.
Drake
The Drake is the most commonly flown ship in all of EVE, effective in both PvE and PvP combat.
- Battlecruiser Skill Bonus:
- 5% shield resistance.
- 5% bonus kinetic damage of heavy missiles and heavy assault missiles per level.
- 99% reduction in the CPU need of Warfare Link modules.
[Drake, PvE T1 Basic]
Battleship
Scorpion
- Caldari Battleship Skill Bonus:
- 15% bonus to ECM Target Jammer strength per level.
- 20% bonus to ECM Target Jammer optimal and falloff range per level.
- 20% Bonus to ECM Burst Range per level.
Raven
- Caldari Battleship Skill Bonus:
- 5% bonus to Cruise and Siege Launcher Rate Of Fire.
- 10% bonus to Cruise Missile and Torpedo Velocity per level.
Rokh
- Caldari Battleship Skill Bonus:
- 10% large hybrid optimal range per level.
- 5% shield resistance per level.
Industrial
Badger Mk. I
This is the basic Caldari industrial hauler ship. It's useful to train to use a Caldari Industrial in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a badger to complete them.
- Caldari Industrial Skill Bonus:
- 5% Bonus Cargo Capacity and Max Velocity per skill level.
Badger Mk. II
The Badger Mk. II has a cargo hold noticeably larger than the Badger, and is better defended. However it is marginally slower at subwarp speeds, and takes longer to turn. In general though the larger cargo hold offsets the disadvantages and so training Caldari Industrial to III to fly this ship is definitely worth it. Particularly if you constantly find yourself filling Badger's hold.
- Caldari Industrial Skill Bonus:
- 5% Bonus Cargo Capacity and Max Velocity per skill level.
Ammunition, Range, and Kiting
Missiles
In PvE you are likely to be using missiles, since missiles have some advantages over turrets in PvE, especially for new pilots. One of missiles' advantages is that each kind of missile comes in four versions, each of which does one of the game's four damage types.
This means you can always target the weaknesses of NPC enemies by selecting the missiles which will damage them most. You should select the missile that will hit their weakest resistance (so, for example, explosive missiles against the Angel Cartel) unless you're in a ship (like the Drake) which has per-level bonuses to kinetic damage. If you're in a ship with kinetic missile damage bonuses and you have the relevant ship skill (Battlecruiser, for the Drake) trained high enough then kinetic may do more damage.
Missile range is roughly (not exactly) flight time multiplied by speed. Missiles have no optimal or falloff, they are either in or out of range. The long range missiles popular in PvE often let you outrange the enemy, and a propulsion module (an afterburner, for missions, because a microwarpdrive won't work in deadspace) will hopefully let you kite the enemy and keep them at range.
Hybrid Turrets
If you've chosen to fight with hybrid turrets you should carry 3 types of ammo during missions, and switch when required. Use close range (antimatter or plutonium) ammo by default. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away.
Guns can suffer from tracking issues, so try using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
Tech and Meta Levels
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. During war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
Higher Meta items up to meta 4 will often be easier to fit than Tech 2, and are also heavily used for PvE where the extra effects from the item can be leveraged, but the loss from the cost kept to a minimum. Tech 2 is Meta 5, and harder to fit, since it has much higher skill requirements. Note that Meta 3 and 4 modules are expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, simply due to supply and demand on the market.
Of particular note to Caldari pilots are the keywords for meta levels associated with highly needed Caldari modules. These include those for missiles, hybrid turrets, passive shield modules and active shield modules. Knowing the keywords for these might help spot them from standard mission drops or within contracts on the market. This is not an extensive or all inclusive list, only those of particular need within Caldari specialties. When in doubt, check the item information for its meta level or consult the market price for its value.
Missile Module Meta Levels
- Meta 1 - 'Malkuth'
- Meta 2 - 'Limos'
- Meta 3 - LL-NNNN (Where LL is a two character letter designator, and NNNN is a 4 character number designator.)
- Meta 4 - 'Arbalest'
Hybrid Turret Module Meta Levels
Blaster based:
- Meta 1 - Regulated
- Meta 2 - Limited
- Meta 3 - Anode
- Meta 4 - Modal
Railgun based:
- Meta 1 - Carbide
- Meta 2 - 'Scout'
- Meta 3 - Compressed Coil
- Meta 4 - Prototype I Gauss
Passive Shield Module Meta Levels
Shield Extenders:
- Meta 1 - Supplemental Barrier
- Meta 2 - Subordinate Screen
- Meta 3 - Azeotropic Ward
- Meta 4 - F-S9 Regolith
Active Shield Module Meta Levels
Shield Amps:
- Meta 1 - Ionic Field Accelerator
- Meta 2 - 5a Prototype
- Meta 3 - 'Stalwart'
- Meta 4 - 'Copasetic'
Shield Boosters:
- Meta 1 - Converse I Deflection
- Meta 2 - Neutron Saturation
- Meta 3 - Clarity Ward
- Meta 4 - C5-L Emergency
Drones
Caldari ships never have large dronebays for their size, and never rely on drones as a primary weapon system. However, Caldari pilots should still train some drone skills for PvE and PvP combat since they provide useful supplementary DPS and are an essential defence for large ships; in L4 missions the most dangerous enemies can be frigates since, unlike all the other rats, they can warp scramble you, stopping you from escaping if your tank breaks. And light drones are the Raven's only effective defence against frigates. Consider Tech 2 light and medium drones a good medium-term goal.
Small drones kill frigates and destroyers, mediums drones hunt cruisers and battlecruisers, and heavy drones do well against battleships and reasonably well against battlecruisers.
As with missiles, you can pick the drone type that hits your enemy's weakest resist. (With the exception of Amarr drones, which do such low damage that it's not worth it.) Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For Level 1 to 3 missions, it's fine to exclusively use Gallente drones, although switching drones may make you more efficient. In Level 4 missions, consider varying between Gallente, Caldari and Minmatar drones to match rat weaknesses.
Watch for drone aggro. When arriving in a mission room, don't launch your drones until you've gotten the attention of a group of rats by shooting them. If a new wave of enemies arrives and attacks the drones or a new group of enemies aggro the drones, they should be recalled to the drone bay, and released only when you have full aggro. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
In PvP Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
Tank & Gank
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
Drones and hardeners should be switched around based on rat types.
Damage type resistance and dealt by rats can be found in the NPC Damage Types article.
Mission-specific damage profiles can be found on Eve Survival.
All EHP in this guide is given with EFT calculations, not in-game EHP.
Salvaging After the Mission
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
For level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.